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>> No.3666215 [View]
File: 40 KB, 600x265, MGL RBG-6 40x46mm b.jpg [View same] [iqdb] [saucenao] [google]
3666215

>>3665872
>>3665885
Very often I do the shuffle of popping out of cover to shoot with a shotgun, then going back behind to pump or reload, with or without weapon mods which require reloading.
Feels operator.

>>3665890
I don't agree, it's a good way of balancing weapons against each other if you're trying to do something that's a bit different.

Something like a battle rifle would be pretty powerful, easily dropping an imp or chaingunner in one shot, a pinkie in two.
But without reloads, you can just go about firing with it uninterrupted, essentially turning it into a GPMG, by making it use 20 round magazines, the player has to consider how he deploys his firepower and when, to consider reload time.

Or say that you have a grenade launcher, with a really cool and useful grenade, the grenade can be deflected off walls in very practical ways and when it explodes it showers the area it's in with shrapnel (bouncing rippers) and sparks. It's a really satisfying weapon, but without reloading, it's kind of OP, you can easily put out way more damage than the base rocket launcher can in the same time, by a huge margin. To balance it, you can give it a six shot capacity. Six grenades is still a lot of firepower, and they can be put out fast, couple it with a shotgun style reload where you insert shells one at a time and can interrupt the reloading to fire a shell, and it can still be mad rapid.

All in all, this stuff is meant to change the flow, because it is different from Doom (though a lot of the staples of Doom's fun combat remains), changing up the enemies a little to work with this stuff can add to the fun too, at least in my experience.

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